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authorJaizu <jaizu85@gmail.com>2020-08-27 12:38:46 +0200
committerJaizu <jaizu85@gmail.com>2020-08-27 12:38:46 +0200
commite297de0fb56384ef6d24ff122aa3761ce4149ef4 (patch)
treecc20d9f7aefd26ce0338e5bf2cc58f4626bb6176
parent6c447d30cf6a3b01ab27acda60e9162863c016b7 (diff)
Fix small typos.
-rw-r--r--Stair-Warps.md4
1 files changed, 2 insertions, 2 deletions
diff --git a/Stair-Warps.md b/Stair-Warps.md
index a890ef9..51bfb6c 100644
--- a/Stair-Warps.md
+++ b/Stair-Warps.md
@@ -80,7 +80,7 @@ bool8 MetatileBehavior_IsDirectionalStairWarp(u8 metatileBehavior);
This allows us to ignore the impassable tiles when we try to warp on the stairs. Open [include/global.fieldmap.h](../blob/master/include/global.fieldmap.h). Add `COLLISION_STAIR_WARP` after the enum define `COLLISION_HORIZONTAL_RAIL,`
### Add the collision exclusion
-Open [src/field_player/avatar.c](../blob/master/src/field_player_avatar.c).
+Open [src/field_player_avatar.c](../blob/master/src/field_player_avatar.c).
**1.** First, let's add `#include "field_screen_effect.h"` to the top of the file.
@@ -155,7 +155,7 @@ static bool8 TryArrowWarp(struct MapPosition *position, u16 metatileBehavior, u8
```
### Add `DoStairWarp`
-This is the meat of the code implementation. Let's start by opening [src/field_screen_effect.h](../blob/master/src/field_screen_effect.c).
+This is the meat of the code implementation. Let's start by opening [src/field_screen_effect.c](../blob/master/src/field_screen_effect.c).
**1.** Find the function `static void SetUpWarpExitTask(void)`. Before `else if (MetatileBehavior_IsNonAnimDoor(behavior) == TRUE)`, Add the following:
```c